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Management and Embracement of Emotional Experiences in Therapeutic Use of Game Space

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The therapy using virtual space is a method to enhance mental health which has the advantage of providing convenient access and flexible self-image. In particular, therapeutic functional games modify and improve cognition, emotion, and behavior of participants via various types of experience, with a representative type being emotional experiences which play an important therapeutic role in the contact with reality. This paper discusses how to use games of various genres to solve problems in managing and embracing emotions. Participants suffering from negative emotions such as depression and anxiety can face up to and cope with the emotions in the space of transference games, or express and relieve them enjoying safe play activities in the space of non-transference games. In the transference space, one can keep oneself detached from induced emotional experiences and thus adjust, control, or objectify one’s own emotions. Accordingly, the emotional experience in games neither belongs to others, nor oneself, but is located in-between. In addition, serving as the space of flexibility where one can experience various images of oneself and search for one’s genuine interests and identities, virtual space provides domains of self-reflection and exploration where the Idealized self emerges and the true self is unceasingly envisaged and tested.

Abstract

The therapy using virtual space is a method to enhance mental health which has the advantage of providing convenient access and flexible self-image. In particular, therapeutic functional games modify and improve cognition, emotion, and behavior of participants via various types of experience, with a representative type being emotional experiences which play an important therapeutic role in the contact with reality. This paper discusses how to use games of various genres to solve problems in managing and embracing emotions. Participants suffering from negative emotions such as depression and anxiety can face up to and cope with the emotions in the space of transference games, or express and relieve them enjoying safe play activities in the space of non-transference games. In the transference space, one can keep oneself detached from induced emotional experiences and thus adjust, control, or objectify one’s own emotions. Accordingly, the emotional experience in games neither belongs to others, nor oneself, but is located in-between. In addition, serving as the space of flexibility where one can experience various images of oneself and search for one’s genuine interests and identities, virtual space provides domains of self-reflection and exploration where the Idealized self emerges and the true self is unceasingly envisaged and tested.

참고문헌 (21)

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